How to play
A jump takes about ten seconds and has five moments. Each needs one key on a computer, or one button on a phone. Your first jump can be the tutorial: it explains each step, in slow motion where it matters.
The gate
Keyboard: ↑ ↓ · Phone: Gate ↑ · Gate ↓
You sit on the start bar at the top of the in-run. A higher gate means more speed and longer jumps but costs points; a lower one earns points if you still reach 95% of hill size. Each gate is worth the distance its speed gives, as in real scoring.
Push-off
Keyboard: Space · Phone: The yellow button
When the light turns green, a needle swings over the push bar. Press while it's in the green. Early on, the needle swings fast and pays the most speed; later it's slower and easier but pays less. Watch the wind, and go within 10 seconds.
Take-off
Keyboard: Space · Phone: The yellow button
The take-off meter shows where you are on the table. Press when its marker reaches the green, right before the edge.
Flight
Keyboard: ← → · Phone: ← Back · Fwd →
The gauge above your jumper shows your body angle. Tap ← to lean back and float, → to lean forward and keep your speed, and keep the marker in the green. Hold a key to keep turning.
Landing
Keyboard: Space, then ← → · Phone: The yellow button, then ← →
When TELEMARK flashes, press to open up for the landing: 0.2 to 0.7 seconds before touchdown is clean. Too late, or not at all, and you fall. Then lay your skis flat to the slope before they hit the snow: past hill size the snow comes up harder, and the further you fly, the flatter they must be.
How the points work
Distance: every hill has a K-point. Landing on it gives 60 points (120 on a flying hill); each metre further adds 2, 1.8 or 1.2 points depending on the hill's size, and each metre short takes them off.
Style: five judges mark your flight and landing out of 20 each. The highest and lowest marks are dropped, and a clean telemark scores best.
Wind and gate: a headwind helps you fly, so it costs points; a tailwind earns them. A lower gate earns points too. A competition has a first round and a final round, and your two jumps add up.
Hard mode
Hard mode takes the gauges away: only the push bar shows, and its green is narrower. You time the take-off, hold the flight and set the landing by eye, and the wind blows harder. Hard mode has its own leaderboards.